07-20-2016, 01:59 PM | #16 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: experience with rules-light/rules-free rpgs?
Quote:
I think you're actually describing something different from rules complexity which is character identification. If the game is strictly about creating a story (e.g., Microscope) and there isn't strong identification between players and characters, then it's entirely reasonable for players to control any character in play, or create new ones on the fly. But if being someone else is a significant element of the game, then being dumped out of that by someone else claiming to control the character is reasonable. Most players of strong-identification games will take suggestions about things they haven't thought of, or things they might do. But these are suggestions, made in out-of-character speech, and the player gets to decide if they want to use them. It's just much easier that way. I know a GM who is fond of telling his players "your character realises that..." which is OK if that is a plausible thing for them to realise. But there's one character whose personality that GM fundamentally misunderstands, and thus keeps telling the player that they've realised things the character would never think of, which causes pointless friction. The GM would be far better off describing his world more clearly, so that the players could work things out for themselves more readily.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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